Droid Engineer Archive

Thread: Are the armor modules even worth throwing in anymore?

Gunfiter
Thu Sep 15, 2005 1:31 pm
#1

After reading this recent thread (clicky), I figured it would be worthwhile to ask some of you more experienced DE's out there whether or not armor modules are even worth the trouble of crafting and including in the probot combat droids I'm crafting. With so much emphasis on combat level determining the outcome of combat, should I even bother contacting an armorsmith to get some battle armor segments?




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RasalTheWise
Thu Sep 15, 2005 1:41 pm
#2

Currently, adding armor modules does two things: Ups the CL/health of the droid and adds up to 1217 of armor effectiveness. This is very handy for non-combat droids such as detonation and combat medic models, where it might take stray hits out in the field.

Another thing to consider is the development team might decide to fix the droid armor bug one of these years (where a L6 armor module is supposed to add 6000 armor effectiveness to the droid) and might retroactively fix crafted droids.

Those are pretty good reasons to keep crafting in armor, IMHO.




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HesDeadJim
Sun Sep 18, 2005 1:09 pm
#3

IMHO, it is a waste to put anything above level 4 in. If there's a revamp in the future, the crafted droids will be untouched or completely messed up even with L6 armor in them. And all your customers are going to come back after a revamp to get the new Droids anyway. Hey, don't laugh. A DE can dream.
MickGrey
Sun Sep 18, 2005 4:30 pm
#4

I use Level 4 modules. Anything more seems a waste of credits in my opinion.



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Skizzik-
Sun Sep 18, 2005 8:13 pm
#5






MickGrey wrote:
I use Level 4 modules. Anything more seems a waste of credits in my opinion.





not if you get the armor segments from a guildie for the price of a droid. . I just recently added armor to my Bomb droids so they don't get blown up right away when using them.



Skizzik
Master Pistoleer, Master Creature Handler
Skizzoski
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Clicky Maker
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RasalTheWise
Mon Sep 19, 2005 9:49 am
#6



Skizzik- wrote:


MickGrey wrote:
I use Level 4 modules. Anything more seems a waste of credits in my opinion.


not if you get the armor segments from a guildie for the price of a droid. . I just recently added armor to my Bomb droids so they don't get blown up right away when using them.



Again, he's right about anything above the L4 modules is a waste at this point. But again I must stress that there's a good chance that when/if the devs fix it, there's a good chance it will be retroactive.

Besides, it's not a waste of resources as long as you charge accordingly.




Rasal's Ye Ol' Droid Shoppe

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Skizzik-
Mon Sep 19, 2005 1:07 pm
#7

Ok i need clarification. does one lvl 4 mod give the same armor as one lvl 6? I have only been using lvl 6 mods so i am not sure. If you do need to stack lvl 4 mods to equal one 6, then what about the droids that can only take one armor mod?



Skizzik
Master Pistoleer, Master Creature Handler
Skizzoski
Master Droid Engineer, Master Weaponsmith
*********************SkizzCorp********************
In the city of Noresta, on the planet of Dantooine
WP -2747, -228, Loot Furniture and Droid Specialist
Clicky Maker
"Life is very short and there's no time for fussing and fighting, my friend." -The Beatles

Straker_Atrella
Mon Sep 19, 2005 1:25 pm
#8

Here is how it works.


Currently:


1 level 4 armor + 1 combat module = a level 30 Droid with maxed armor and Health, that can fight with full combat.


2 level 4 Armor modules = level 30 Droid with maxed armor and Health that can't fight.


1 level 4 Armor modules = level 20 Droid with maxed armor but about 2300 Health.


1 level 6 Armor Module +1 combat module = a level 30 Droid with maxed armor and Health, that can fight with full combat.


1 level 6 Armor module = level 30 Droid with maxed armor and Health that can't fight.


How we "think" it is suppossed to work:


The more armor and combat modules the better. So if you put in level 6 armor, the armor level and health should be better. Plus by putting in bigger armor, you can put in less combat modules and still hit level 30. That also frees up module spaces for other things.


My Opinion:


If resources really matter to you, then use level 4 Armor modules.


If resources and getting the Battle Armor Segments are not hard, then use level 6.


I use level 6 myself, I just supply the resources for the Armor Segments to our guild armor guy and he makes me a bunch of schematics which I store in my Data / Storage droid. I use level 6 for a couple of reasons. First, some droids only have 1 armor slot, like the advanced MSE, a level 4 will not max it's health. I don't give my droids away, I charge a decent price, so for example on my Detonation droids, I want them to be as good as I can make them. You want the droid to live to die.


I could use level 4 for 2 slot droids and level 6 for single slot droids, but that is just to much of a pain for me. It's easier ot just store one type of armor.


It's also "possible" that they could actually fix armor and retro old droids. However, I tend to find this the least likely reason to use level 6 armor.


But overall, certainly use armor, if nothing else then for health purposes.



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Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
MachineZed
Tue Sep 20, 2005 2:02 pm
#9






Straker_Atrella wrote:

Here is how it works.


Currently:


1 level 4 armor + 1 combat module = a level 30 Droid with maxed armor and Health, that can fight with full combat.


2 level 4 Armor modules = level 30 Droid with maxed armor and Health that can't fight.


1 level 4 Armor modules = level 20 Droid with maxed armor but about 2300 Health.


1 level 6 Armor Module +1 combat module = a level 30 Droid with maxed armor and Health, that can fight with full combat.


1 level 6 Armor module = level 30 Droid with maxed armor and Health that can't fight.


How we "think" it is suppossed to work:


The more armor and combat modules the better. So if you put in level 6 armor, the armor level and health should be better. Plus by putting in bigger armor, you can put in less combat modules and still hit level 30. That also frees up module spaces for other things.


My Opinion:


If resources really matter to you, then use level 4 Armor modules.


If resources and getting the Battle Armor Segments are not hard, then use level 6.


I use level 6 myself, I just supply the resources for the Armor Segments to our guild armor guy and he makes me a bunch of schematics which I store in my Data / Storage droid. I use level 6 for a couple of reasons. First, some droids only have 1 armor slot, like the advanced MSE, a level 4 will not max it's health. I don't give my droids away, I charge a decent price, so for example on my Detonation droids, I want them to be as good as I can make them. You want the droid to live to die.


I could use level 4 for 2 slot droids and level 6 for single slot droids, but that is just to much of a pain for me. It's easier ot just store one type of armor.


It's also "possible" that they could actually fix armor and retro old droids. However, I tend to find this the least likely reason to use level 6 armor.


But overall, certainly use armor, if nothing else then for health purposes.






Not entirely true, I had a customer ask for a level 4 R4. I knew my customer was a BH as she had ordered quite a few droids through me, so I wanted to see if I could make a CL4 Droid (I did remember reading that combat modules were increments of 5). SoI made an Combatmodule with the worst resources I had <3 my Recycler. So I put the combatmodule in the R4, no Armor, and it came out CL5.


I ended up emailing the customer my dismay, and she politely responded back that she was looking for an Astromech Level 4. We had a good chuckle about it (or atleastI did). But in theory you could add a poorly experimented Combat Module to a Level 4 Armor and come out with a CL25 Droid.


I also could not tell you where the cut off in % is where you would only get a level 5 combat module, and where you would get a level 10.




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ZarienYage
Wed Sep 21, 2005 12:21 am
#10

You only need one droid combat module to achieve max combat effectiveness. Yes you still would want to add armor of course but putting more then 1 combat module in adds nothing.
Straker_Atrella
Wed Sep 21, 2005 6:15 pm
#11

The cutoff point for combat modules is 55 if I remember correctly.


You are 100% correct though. I didn't mention it because 55 is so extremely easy to hit.


Nice point though /salute



-------------------------------------------------------------------------------------------------------------------------
Droid Vendor at Resurection near Theed on Naboo -5757 6222. Both carry a wide variety of maxed Droids, I also carry every type of Droid and Droid supply.

*Straker Atrella: Dark Jedi * Atrella's Wench: Master Droid Engineer / Artisan / Scout / Merchant * Dark Vortex: Ranger / Rifleman * Havana:Musician / Dancer / Image Design * Enigmatica : Doctor / Swordsman* CrazyEyes: Role playing BH.
ZarienYage
Thu Sep 22, 2005 4:57 am
#12

Yeah same here..Thats why I said you only need one because they are extremely easy to cap so any de could cap it and throw one in. I just didnt think the guy a few posts up realized that you didnt need to put a bunch of combat mods in to make a capped cl droid.
YodaMac
Sun Sep 25, 2005 12:56 am
#13

So I understand that the armor modules seem to be bugged (6's no better than 4's), but is the current situation of a SINGLE combat module giving maximum stats a bug? or intended and "to stay"?


If so, that means combat modules really no longer stack for any reason. correct? confused? yeah, me too.







Yod Amac - Head DE, Serenity, Naboo, Radiant Galaxy
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